--- /dev/null
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "b2ContactManager.h"
+#include "b2World.h"
+#include "b2Body.h"
+
+// This is a callback from the broadphase when two AABB proxies begin
+// to overlap. We create a b2Contact to manage the narrow phase.
+void* b2ContactManager::PairAdded(void* proxyUserData1, void* proxyUserData2)
+{
+ b2Shape* shape1 = (b2Shape*)proxyUserData1;
+ b2Shape* shape2 = (b2Shape*)proxyUserData2;
+
+ b2Body* body1 = shape1->GetBody();
+ b2Body* body2 = shape2->GetBody();
+
+ if (body1->IsStatic() && body2->IsStatic())
+ {
+ return &m_nullContact;
+ }
+
+ if (shape1->GetBody() == shape2->GetBody())
+ {
+ return &m_nullContact;
+ }
+
+ if (body2->IsConnected(body1))
+ {
+ return &m_nullContact;
+ }
+
+ if (m_world->m_contactFilter != NULL && m_world->m_contactFilter->ShouldCollide(shape1, shape2) == false)
+ {
+ return &m_nullContact;
+ }
+
+ // Call the factory.
+ b2Contact* c = b2Contact::Create(shape1, shape2, &m_world->m_blockAllocator);
+
+ if (c == NULL)
+ {
+ return &m_nullContact;
+ }
+
+ // Contact creation may swap shapes.
+ shape1 = c->GetShape1();
+ shape2 = c->GetShape2();
+ body1 = shape1->GetBody();
+ body2 = shape2->GetBody();
+
+ // Insert into the world.
+ c->m_prev = NULL;
+ c->m_next = m_world->m_contactList;
+ if (m_world->m_contactList != NULL)
+ {
+ m_world->m_contactList->m_prev = c;
+ }
+ m_world->m_contactList = c;
+
+ // Connect to island graph.
+
+ // Connect to body 1
+ c->m_node1.contact = c;
+ c->m_node1.other = body2;
+
+ c->m_node1.prev = NULL;
+ c->m_node1.next = body1->m_contactList;
+ if (body1->m_contactList != NULL)
+ {
+ body1->m_contactList->prev = &c->m_node1;
+ }
+ body1->m_contactList = &c->m_node1;
+
+ // Connect to body 2
+ c->m_node2.contact = c;
+ c->m_node2.other = body1;
+
+ c->m_node2.prev = NULL;
+ c->m_node2.next = body2->m_contactList;
+ if (body2->m_contactList != NULL)
+ {
+ body2->m_contactList->prev = &c->m_node2;
+ }
+ body2->m_contactList = &c->m_node2;
+
+ ++m_world->m_contactCount;
+ return c;
+}
+
+// This is a callback from the broadphase when two AABB proxies cease
+// to overlap. We retire the b2Contact.
+void b2ContactManager::PairRemoved(void* proxyUserData1, void* proxyUserData2, void* pairUserData)
+{
+ B2_NOT_USED(proxyUserData1);
+ B2_NOT_USED(proxyUserData2);
+
+ if (pairUserData == NULL)
+ {
+ return;
+ }
+
+ b2Contact* c = (b2Contact*)pairUserData;
+ if (c == &m_nullContact)
+ {
+ return;
+ }
+
+ // An attached body is being destroyed, we must destroy this contact
+ // immediately to avoid orphaned shape pointers.
+ Destroy(c);
+}
+
+void b2ContactManager::Destroy(b2Contact* c)
+{
+ b2Shape* shape1 = c->GetShape1();
+ b2Shape* shape2 = c->GetShape2();
+
+ // Inform the user that this contact is ending.
+ int32 manifoldCount = c->GetManifoldCount();
+ if (manifoldCount > 0 && m_world->m_contactListener)
+ {
+ b2Body* b1 = shape1->GetBody();
+ b2Body* b2 = shape2->GetBody();
+
+ b2Manifold* manifolds = c->GetManifolds();
+ b2ContactPoint cp;
+ cp.shape1 = c->GetShape1();
+ cp.shape2 = c->GetShape2();
+ cp.friction = c->m_friction;
+ cp.restitution = c->m_restitution;
+
+ for (int32 i = 0; i < manifoldCount; ++i)
+ {
+ b2Manifold* manifold = manifolds + i;
+ cp.normal = manifold->normal;
+
+ for (int32 j = 0; j < manifold->pointCount; ++j)
+ {
+ b2ManifoldPoint* mp = manifold->points + j;
+ cp.position = b1->GetWorldPoint(mp->localPoint1);
+ b2Vec2 v1 = b1->GetLinearVelocityFromLocalPoint(mp->localPoint1);
+ b2Vec2 v2 = b2->GetLinearVelocityFromLocalPoint(mp->localPoint2);
+ cp.velocity = v2 - v1;
+ cp.separation = mp->separation;
+ cp.id = mp->id;
+ m_world->m_contactListener->Remove(&cp);
+ }
+ }
+ }
+
+ // Remove from the world.
+ if (c->m_prev)
+ {
+ c->m_prev->m_next = c->m_next;
+ }
+
+ if (c->m_next)
+ {
+ c->m_next->m_prev = c->m_prev;
+ }
+
+ if (c == m_world->m_contactList)
+ {
+ m_world->m_contactList = c->m_next;
+ }
+
+ b2Body* body1 = shape1->GetBody();
+ b2Body* body2 = shape2->GetBody();
+
+ // Remove from body 1
+ if (c->m_node1.prev)
+ {
+ c->m_node1.prev->next = c->m_node1.next;
+ }
+
+ if (c->m_node1.next)
+ {
+ c->m_node1.next->prev = c->m_node1.prev;
+ }
+
+ if (&c->m_node1 == body1->m_contactList)
+ {
+ body1->m_contactList = c->m_node1.next;
+ }
+
+ // Remove from body 2
+ if (c->m_node2.prev)
+ {
+ c->m_node2.prev->next = c->m_node2.next;
+ }
+
+ if (c->m_node2.next)
+ {
+ c->m_node2.next->prev = c->m_node2.prev;
+ }
+
+ if (&c->m_node2 == body2->m_contactList)
+ {
+ body2->m_contactList = c->m_node2.next;
+ }
+
+ // Call the factory.
+ b2Contact::Destroy(c, &m_world->m_blockAllocator);
+ --m_world->m_contactCount;
+}
+
+// This is the top level collision call for the time step. Here
+// all the narrow phase collision is processed for the world
+// contact list.
+void b2ContactManager::Collide()
+{
+ // Update awake contacts.
+ for (b2Contact* c = m_world->m_contactList; c; c = c->GetNext())
+ {
+ b2Body* body1 = c->GetShape1()->GetBody();
+ b2Body* body2 = c->GetShape2()->GetBody();
+ if (body1->IsSleeping() && body2->IsSleeping())
+ {
+ continue;
+ }
+
+ c->Update(m_world->m_contactListener);
+ }
+}